In the context of discussions of fixing the combat engine, I think much of the problem lies in lacking a (system-agnostic) vision of What Combat Should Be Like. As in, how it should typically go when facing of such-and-such versus such-and-such opponent. Some fix-requests, when combined, seem to imply either a lack of a coherent vision, or a vision that is highly non-obvious (and I do hope it's the latter; I don't know everything so I can't tell for sure). The most glaring contradiction I see is the duo of 'Fix Lethality' and 'Fix Attrition'. Perhaps I'm misunderstanding some nuances of them, but here's the issue with wanting both:
- Reducing lethality, as in, making it extremely unlikely or outright impossible to kill a target in one go (even with a weapon/powers that are built to kill), means that there is/will be some sort of attritive 'shield' that needs to be defeated before a kill can be performed. Right now (as of 2½e) the shield is the mote pool combined with perfect defences.
- Removing attrition would involve the removal of such shields, and thus making quick kills more doable.
There is of course the option of creating a
replenishable 'shield', e.g. something like the way Initiative works. So you no longer have a 'when this resource ends, you can die' sort of attrition. What you get back is a greater risk of back-and-forth endless battles (something that seems more likely under unpatched 2.0e with endless Stunt mote regeneration; not sure how much of an issue it is in 3e). Plus, both an attritive 'shield' and a replenishable 'shield' run the risk of producing a situation like in the 3e example I asked about, where a triple-strength crossbow bolt to the back of the skull fails to more the scratch the target unless the GM intervenes and rules it an autokill, which is highly unsatisfactory either way.
So what should Exalted combat be
like in your vision(s)? Is it meant to be full of flynning-like exchanges and four-colour beat-em-ups which hardly even bruise the characters, and nobody risks dying until the fifth turn of combat at the least? Or is it meant to be chaotic, brutal and unpredictable, forcing characters to treat it with utmost seriousness, respect and carefulness? Should ambushes and gang-ups of many-against few be mere fashion statements, or should they result in a genuine FUBARing experience for the target, such that anyone dressed for the kill
will invest heavily in recon and stealth as a matter of course? When a Raksha, a Sorcerer or whatever tries to turn a target to stone (or into meat), should it be an OH SH!! moment, like in various accounts of combats against Gorgon Medusa, or is it supposed to be a useful useless spell that fails to work on anyone worthy of being called a hero, always giving second chances (or just being not so different from normal HP-reducing damage)?